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path: root/Source/Core/VideoCommon/VertexShaderGen.cpp
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2014-12-28PixelShaderGen: Don't assign to input variables.Jules Blok
2014-12-28VertexShaderGen: Don't read from output variables.Jules Blok
2014-12-28DriverDetails: Remove Intel Structs bug since it doesn't affect us anymore.Jules Blok
2014-12-28VideoCommon: Don't pass structs between shaders, use the interface blocks ↵Jules Blok
instead.
2014-12-19VideoCommon: Don't specify the redundant in/out qualifier if ↵Jules Blok
GL_ARB_shading_language_420pack is supported. Some driver developers interpreted "can" as "must" in the OpenGL specs. (I'm looking at you AMD)
2014-12-19VideoCommon: Add in/out qualifiers to centroid storage qualifier.Jules Blok
Fixes shaders for GPUs that don't support GL_ARB_shading_language_420pack.
2014-12-18VideoCommon: Don't pass structs between shader stages when geometry shaders ↵Jules Blok
are unsupported.
2014-12-18VideoCommon: Only use interface blocks when geometry shaders are supported.Jules Blok
2014-12-18VideoCommon: Pass interface blocks between shader stages to resolve naming ↵Jules Blok
conflicts.
2014-12-15VideoCommon: Assume we always use a geometry shader, not just for stereoscopy.Jules Blok
2014-12-14D3D: Add geometry shader stereoscopy support.Jules Blok
2014-12-05Common: Remove locale based functions from CommonFuncs.Lioncash
Since %f isn't used anymore in the shader generators, these can go.
2014-11-29Renamed DEPTHPARAMS to PIXELCENTERCORRECTIONYuriy O'Donnell
This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear.
2014-11-29D3D: Replaced shader-based depth range remap with viewportYuriy O'Donnell
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
2014-11-23ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.Jules Blok
GLSL130 doesn't support passing structs between shaders. This is not a problem for stereo 3D which has a GLSL150 requirement.
2014-11-23GeometryShader: Adjust positions after projection.Jules Blok
By adjusting the positions in clip space we can avoid the re-projection.
2014-11-23VideoConfigDiag: Add stereoscopy options group.Jules Blok
2014-11-23Cosmetics.Jules Blok
2014-11-23ShaderGenCommon: Move uniforms into a common static string.Jules Blok
2014-11-23ShaderGen: Handle ShaderCode objects directly.Jules Blok
ShaderGeneratorInterface does not have virtual function members, so we have to implement each type explicitly.
2014-11-23ShaderGen: Add a stereoscopy flag in the UID data.Jules Blok
2014-11-23VertexShaderManager: Compute stereoscopy projection matrices.Jules Blok
2014-11-23Pass VS_OUTPUT structs between shaders.Jules Blok
2014-10-21Use pointers instead of references in GetUidData to avoid the undefined ↵comex
behavior of *(T *)nullptr (ewwww)
2014-09-28Mechanical changes to move most CP state to a struct rather than separate ↵comex
globals. The next commit will add a separate copy of the struct and the ability for LoadCPReg to work on it.
2014-08-30VideoCommon: Clean up brace placementsLioncash
2014-06-19LightingShader: hard code const variabledegasus
2014-05-16Video backends: mass-replace "xfregs" with "xfmem".magumagu
2014-05-05ShaderGen: make uv readonlydegasus
2014-05-05ShaderGen: OGL: don't make a copy of "Normal"degasus
2014-05-05ShaderGen: make clipPos readonlydegasus
2014-05-05ShaderGen: inline constant shadersdegasus
2014-05-05ShaderGen: use cbuffers for D3Ddegasus
2014-04-30Changes posmtx vertex attribute to integer.Ryan Houdek
This makes it so we don't need to do some dumb casting from float to integer in our shaders. Only tested in OpenGL, needs to be tested in D3D.
2014-04-24VertexShaderGen: Correct vertex shader output to consider shifted pixel centers.Tony Wasserka
Fixes issue 267.
2014-04-11VideoBackend: remove unused config vars.magumagu
No point to keeping around variables which are always "true".
2014-04-03Add initial support for GLSL ES 3.10.Ryan Houdek
GLSL ES 3.10 adds implicit support for the binding layout qualifier that we use. Changes our GLSL version enums to bit values so we can check for both ES versions easily.
2014-03-14LightingShaderGen: Perform more lighting calculations with integers.Tony Wasserka
2014-03-14LightingShaderGen: Perform some lighting calculations with integers.Tony Wasserka
2014-03-14ShaderGen: Store material uniforms as integers.Tony Wasserka
2014-03-14ShaderGen: Store light color uniforms as integers.Tony Wasserka
2014-03-11Fixes spacing for "for", "while", "switch" and "if"Matthew Parlane
Also moved && and || to ends of lines instead of start. Fixed misc vertical alignments and some { needed newlining.
2014-03-09clang-modernize -use-nullptrTillmann Karras
and s/\bNULL\b/nullptr/g for *.cpp/h/mm files not compiled on my machine
2014-02-26remove (ATTR|VARY)(IN|OUT) macrosdegasus
2014-02-18Convert all includes to relative paths.Lioncash
2014-02-01OGL: remove ubo workarounddegasus
This was only keeped for some broken mesa versions. Meanwhile most used versions should be fixed for almost a year.
2014-02-01VertexShaderGen: fix D3D posmtx attribute regression by VertexLoaderCleanup ↵degasus
branch Sorry, I'm too dumb too test my code. I hope this will work fine now.
2014-01-31PortableVertexFormat: use AttributeFormat for posmtx attribute formatdegasus
2014-01-15VideoCommon: cleanup of "components" usagedegasus
This "u32 components" is a list of flags which attributes of the vertex loader are present. We are used to append this variable to lots of vertex generation functions, but some of them don't need it at all.
2014-01-05OpenGL: use shader 420pack if available to staticly bind ubo locationdegasus
Bindung locations after compiling a shader stalls the driver. So if we manage not to bind anything after compilation, the lag would be reduced much.